using UnityEngine;
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using Gameplay;

public class DistanceWithPlayer : Conditional
{
	public override TaskStatus OnUpdate()
	{
		var player=GameObject.FindObjectOfType<PlayerController>();
		if (player == null) 
		{
			return TaskStatus.Failure;
		}
		else 
		{
            return TaskStatus.Success;
        }
		
	}
}